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engines/sherlock/scalpel/scalpel_map.h
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172
engines/sherlock/scalpel/scalpel_map.h
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#ifndef SHERLOCK_SCALPEL_MAP_H
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#define SHERLOCK_SCALPEL_MAP_H
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#include "common/scummsys.h"
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#include "common/array.h"
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#include "common/rect.h"
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#include "common/str-array.h"
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#include "sherlock/surface.h"
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#include "sherlock/map.h"
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#include "sherlock/resources.h"
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namespace Sherlock {
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class SherlockEngine;
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namespace Scalpel {
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struct MapEntry : Common::Point {
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int _translate;
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MapEntry() : Common::Point(), _translate(-1) {}
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MapEntry(int posX, int posY, int translate) : Common::Point(posX, posY), _translate(translate) {}
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};
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class MapPaths {
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private:
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int _numLocations;
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Common::Array< Common::Array<byte> > _paths;
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public:
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MapPaths();
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/**
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* Load the data for the paths between locations on the map
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*/
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void load(int numLocations, Common::SeekableReadStream &s);
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/**
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* Get the path between two locations on the map
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*/
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const byte *getPath(int srcLocation, int destLocation);
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};
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class ScalpelMap: public Map {
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private:
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Common::Array<MapEntry> _points; // Map locations for each scene
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Common::StringArray _locationNames;
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MapPaths _paths;
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Common::Array<Common::Point> _pathPoints;
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Common::Point _savedPos;
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Common::Point _savedSize;
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Surface _topLine;
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ImageFile *_mapCursors;
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ImageFile *_shapes;
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ImageFile *_iconShapes;
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WalkSequences _walkSequences;
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Point32 _lDrawnPos;
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int _point;
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bool _placesShown;
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int _cursorIndex;
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bool _drawMap;
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Surface _iconSave;
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protected:
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/**
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* Load data needed for the map
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*/
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void loadData();
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/**
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* Load and initialize all the sprites that are needed for the map display
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*/
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void setupSprites();
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/**
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* Free the sprites and data used by the map
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*/
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void freeSprites();
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/**
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* Draws an icon for every place that's currently known
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*/
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void showPlaces();
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/**
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* Makes a copy of the top rows of the screen that are used to display location names
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*/
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void saveTopLine();
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/**
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* Erases anything shown in the top line by restoring the previously saved original map background
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*/
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void eraseTopLine();
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/**
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* Prints the name of the specified icon
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*/
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void showPlaceName(int idx, bool highlighted);
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/**
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* Update all on-screen sprites to account for any scrolling of the map
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*/
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void updateMap(bool flushScreen);
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/**
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* Handle moving icon for player from their previous location on the map to a destination location
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*/
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void walkTheStreets();
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/**
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* Save the area under the player's icon
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*/
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void saveIcon(ImageFrame *src, const Common::Point &pt);
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/**
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* Restore the area under the player's icon
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*/
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void restoreIcon();
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/**
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* Handles highlighting map icons, showing their names
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*/
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void highlightIcon(const Common::Point &pt);
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public:
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ScalpelMap(SherlockEngine *vm);
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~ScalpelMap() override {}
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const MapEntry &operator[](int idx) { return _points[idx]; }
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/**
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* Loads the list of points for locations on the map for each scene
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*/
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void loadPoints(int count, const int *xList, const int *yList, const int *transList);
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/**
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* Load the sequence data for player icon animations
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*/
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void loadSequences(int count, const byte *seq);
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/**
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* Show the map
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*/
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int show() override;
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};
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} // End of namespace Scalpel
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} // End of namespace Sherlock
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#endif
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